/*************************************************************************

    audio\sprint4.c

*************************************************************************/
#include "emu.h"
#include "sprint4.h"
#include "sound/discrete.h"


/************************************************************************
 * sprint4 Sound System Analog emulation
 *
 * R/C labels in the comments are from the player 1 circuits of Sprint 4.
 *
 * Mar 2007, D.R.
 ************************************************************************/

#define SPRINT4_2V	(15750.0/4)

static const discrete_lfsr_desc sprint4_lfsr =
{
	DISC_CLK_IS_FREQ,
	16,                 /* Bit Length */
	0,                  /* Reset Value */
	0,                  /* Use Bit 0 as XOR input 0 */
	14,                 /* Use Bit 14 as XOR input 1 */
	DISC_LFSR_XNOR,     /* Feedback stage1 is XNOR */
	DISC_LFSR_OR,       /* Feedback stage2 is just stage 1 output OR with external feed */
	DISC_LFSR_REPLACE,  /* Feedback stage3 replaces the shifted register contents */
	0x000001,           /* Everything is shifted into the first bit only */
	0,                  /* Output is not inverted */
	15                  /* Output bit */
};


static const discrete_dac_r1_ladder sprint4_motor_freq_DAC =
{
	4,					/* size */
	{ RES_M(2.2),		/* R20 */
	  RES_M(1),			/* R23 */
	  RES_K(470),		/* R22 */
	  RES_K(220) },		/* R21 */
	5.0 - 0.6,			/* 5V - CR1 junction voltage */
	RES_K(68),			/* R24 */
	0,					/* no rGnd */
	CAP_U(2.2)			/* C28 */
};


#define SPRINT4_MOTOR_OUT_RES	(1.0 / (1.0 / RES_K(10) + 1.0 / RES_K(10) + 1.0 / RES_K(10)))
static const discrete_dac_r1_ladder sprint4_motor_out_DAC =
{
	4,					/* size */
	{ RES_K(10),		/* R76 */
	  0,				/* not connected */
	  RES_K(10),		/* R77 */
	  RES_K(10) },		/* R75 */
	0,					/* no vBias */
	0,					/* no rBias */
	0,					/* no rGnd */
	CAP_U(0.1)			/* C47 */
};


#define SPRINT4_BANG_RES	(1.0 / (1.0 / RES_K(8.2) + 1.0 / RES_K(3.9) + 1.0 / RES_K(2.2) + 1.0 / RES_K(1)))
static const discrete_dac_r1_ladder sprint4_bang_DAC =
{
	4,					/* size */
	{ RES_K(8.2),		/* R19 */
	  RES_K(3.9),		/* R18 */
	  RES_K(2.2),		/* R17 */
	  RES_K(1) },		/* R16 */
	0,					/* no vBias */
	0,					/* no rBias */
	0,					/* no rGnd */
	CAP_U(0.1)			/* C32 */
};


static const discrete_555_cc_desc sprint4_motor_vco =
{
	DISC_555_OUT_DC | DISC_555_OUT_SQW,
	5,					// B+ voltage of 555
	DEFAULT_555_VALUES,
	0.7					// Q1 junction voltage
};


/* this will make 4 slightly different screech circuits due to part tolerance */
/* otherwise they would all sound identical */
#define SPRINT4_SCREECH_CIRCUIT(_plr)								\
static const discrete_schmitt_osc_desc sprint4_screech_osc_##_plr = \
{                                                                   \
	RES_K(1),							/* R65 */                   \
	100,								/* R64 */                   \
	CAP_U(10) + CAP_U((_plr-2) * .2),	/* C44 */                   \
	DEFAULT_7414_VALUES,                                            \
	DISC_SCHMITT_OSC_IN_IS_LOGIC | DISC_SCHMITT_OSC_ENAB_IS_AND     \
};
SPRINT4_SCREECH_CIRCUIT(1)
SPRINT4_SCREECH_CIRCUIT(2)
SPRINT4_SCREECH_CIRCUIT(3)
SPRINT4_SCREECH_CIRCUIT(4)


static const discrete_mixer_desc sprint4_mixer =
{
	DISC_MIXER_IS_RESISTOR,
	{ RES_K(10) + SPRINT4_MOTOR_OUT_RES,	/* R105 */
	  RES_K(10) + SPRINT4_MOTOR_OUT_RES,	/* R106 */
	  RES_K(10) + SPRINT4_BANG_RES,			/* R104 */
	  RES_K(47),							/* R102 */
	  RES_K(47) },							/* R103 */
	{ 0 },									/* no rNode{} */
	{ 0 },									/* no c{} */
	0,										/* no rI */
	RES_K(5),								/* R109 */
	0,										/* no cF */
	CAP_U(0.1),								/* C51 */
	0,										/* vRef = Gnd */
	1										/* gain */
};


/* discrete sound output nodes */
#define SPRINT4_MOTOR_SND_1			NODE_11
#define SPRINT4_MOTOR_SND_2			NODE_12
#define SPRINT4_MOTOR_SND_3			NODE_13
#define SPRINT4_MOTOR_SND_4			NODE_14
#define SPRINT4_SCREECH_SND_1		NODE_15
#define SPRINT4_SCREECH_SND_2		NODE_16
#define SPRINT4_SCREECH_SND_3		NODE_17
#define SPRINT4_SCREECH_SND_4		NODE_18
#define SPRINT4_BANG_SND			NODE_19
#define SPRINT4_NOISE				NODE_20
#define SPRINT4_FINAL_MIX_1_2		NODE_21
#define SPRINT4_FINAL_MIX_3_4		NODE_22

#define SPRINT4_ATTRACT_INV			NODE_23


/* setup the attract input and it's inverse */
#define SPRINT4_ATTRACT                                                 \
	DISCRETE_INPUT_NOT(SPRINT4_ATTRACT_EN)                              \
	DISCRETE_LOGIC_INVERT(SPRINT4_ATTRACT_INV, SPRINT4_ATTRACT_EN)


/* port tags used for the discrete adjusters */
#define SPRINT4_MOTOR_TAG_1		"MOTOR1"
#define SPRINT4_MOTOR_TAG_2		"MOTOR2"
#define SPRINT4_MOTOR_TAG_3		"MOTOR3"
#define SPRINT4_MOTOR_TAG_4		"MOTOR4"


/* used to offset the motor nodes based on the player so the nodes do not overlap */
/* _plr must be 1, 2, 3, or 4 */
/* so it uses NODES_30 to NODE_69 */
#define SPRINT4_PLAYER_MOTOR_NODE(_node, _plr)		NODE(20 + 10 * _plr + _node)


/************************************************
 * Motor sound
 *
 * complete motor effects for each player
 * _plr must be 1, 2, 3, or 4
 ************************************************/
#define SPRINT4_PLAYER_MOTOR(_plr)																	\
	DISCRETE_INPUTX_DATA(SPRINT4_MOTOR_DATA_##_plr,                                                 \
					-1, 0x0f, 0)	/* latch IC D8 inverts the data */                              \
	DISCRETE_DAC_R1(SPRINT4_PLAYER_MOTOR_NODE(1, _plr),                                             \
					SPRINT4_MOTOR_DATA_##_plr,					/* DATA */                          \
					DEFAULT_TTL_V_LOGIC_1,						/* VDATA */                         \
					&sprint4_motor_freq_DAC)					/* LADDER */                        \
	DISCRETE_ADJUSTMENT(SPRINT4_PLAYER_MOTOR_NODE(2, _plr),                                     \
					RES_K(10) + RES_K(250),						/* MIN */                           \
					RES_K(10),									/* MAX */                           \
					DISC_LOGADJ,								/* LOGLIN */                        \
					SPRINT4_MOTOR_TAG_##_plr)					/* PORT TAG */                      \
	DISCRETE_555_CC(SPRINT4_PLAYER_MOTOR_NODE(3, _plr),			/* IC D8, pin 3 */                  \
					1,											/* RESET */                         \
					SPRINT4_PLAYER_MOTOR_NODE(1, _plr),			/* VIN */                           \
					SPRINT4_PLAYER_MOTOR_NODE(2, _plr),			/* R */                             \
					CAP_U(0.01),								/* C34 */                           \
					RES_M(3.3),									/* R42 */                           \
					0,											/* no RGND */                       \
					0,											/* no RDIS */                       \
					&sprint4_motor_vco)							/* OPTIONS */                       \
	DISCRETE_COUNTER_7492(SPRINT4_PLAYER_MOTOR_NODE(4, _plr),	/* IC D9, pins 11,9,8 */            \
					1,											/* ENAB */                          \
					SPRINT4_ATTRACT_EN,							/* RESET */                         \
					SPRINT4_PLAYER_MOTOR_NODE(3, _plr),			/* CLK */                           \
					DISC_CLK_ON_F_EDGE)																\
	DISCRETE_TRANSFORM3(SPRINT4_PLAYER_MOTOR_NODE(5, _plr),		/* IC B10, pin 3 */                 \
					SPRINT4_PLAYER_MOTOR_NODE(4, _plr),			/* INP0 */                          \
					0x01,										/* INP1 */                          \
					0x04,										/* INP2 */                          \
					"01&02&2/^")								/* XOR QA and QC */                 \
	DISCRETE_COUNTER(SPRINT4_PLAYER_MOTOR_NODE(6, _plr),		/* IC D9, pin 12 */                 \
					1,											/* ENAB */                          \
					SPRINT4_ATTRACT_EN,							/* RESET */                         \
					SPRINT4_PLAYER_MOTOR_NODE(5, _plr),			/* CLK */                           \
					0, 1,										/* MIN, MAX */                      \
					DISC_COUNT_UP,								/* DIR */                           \
					0,											/* INIT0 */                         \
					DISC_CLK_ON_F_EDGE)							/* CLKTYPE */                       \
	DISCRETE_TRANSFORM3(SPRINT4_PLAYER_MOTOR_NODE(7, _plr),		/*  */                              \
					SPRINT4_PLAYER_MOTOR_NODE(4, _plr),			/* INP0 */                          \
					SPRINT4_PLAYER_MOTOR_NODE(6, _plr),			/* INP1 */                          \
					0x08,										/* INP2 */                          \
					"012*+")									/* join 7492 bits together */       \
	DISCRETE_DAC_R1(SPRINT4_MOTOR_SND_##_plr,           		                                    \
					SPRINT4_PLAYER_MOTOR_NODE(7, _plr),			/* DATA */                          \
					DEFAULT_TTL_V_LOGIC_1,						/* VDATA */                         \
					&sprint4_motor_out_DAC)						/* LADDER */


/************************************************
 * Bang sound
 ************************************************/
#define SPRINT4_BANG													\
	DISCRETE_LFSR_NOISE(SPRINT4_NOISE,                                  \
					1,									/* ENAB */      \
					SPRINT4_ATTRACT_INV,				/* RESET */     \
					SPRINT4_2V,							/* CLK */       \
					1,									/* AMPL */      \
					0,									/* FEED */      \
					1.0/2,								/* BIAS */      \
					&sprint4_lfsr)						/* LFSRTB */    \
	DISCRETE_INPUT_DATA(SPRINT4_BANG_DATA)								\
	DISCRETE_ONOFF(NODE_70,								/* IC F7 */     \
					SPRINT4_NOISE,						/* ENAB */      \
					SPRINT4_BANG_DATA)					/* INP0 */      \
	DISCRETE_DAC_R1(SPRINT4_BANG_SND,                                   \
					NODE_70,							/* DATA */      \
					DEFAULT_TTL_V_LOGIC_1,				/* VDATA */     \
					&sprint4_bang_DAC)					/* LADDER */


/************************************************
 * Screech sound
 *
 * Complete screech effects for each player.
 * This must follow the Bang sound code because
 * it uses the bang noise source.
 * _plr must be 1, 2, 3, or 4
 ************************************************/
#define SPRINT4_PLAYER_SCREECH(_plr)									\
	DISCRETE_INPUT_LOGIC(SPRINT4_SCREECH_EN_##_plr)						\
	DISCRETE_SCHMITT_OSCILLATOR(SPRINT4_SCREECH_SND_##_plr,         	\
					SPRINT4_SCREECH_EN_##_plr,			/* ENAB */  	\
					SPRINT4_NOISE,						/* INP0 */  	\
					DEFAULT_TTL_V_LOGIC_1,				/* AMPL */  	\
					&sprint4_screech_osc_##_plr)		/* TABLE */


/************************************************
 * Final mixer
 * _plr_a must be 1 and _plr_b must be 2
 * or
 * _plr_a must be 3 and _plr_b must be 4
 ************************************************/
#define SPRINT4_MIXER(_plr_a, _plr_b, _gain)							\
	DISCRETE_MIXER5(SPRINT4_FINAL_MIX_##_plr_a##_##_plr_b,              \
					1,									/* ENAB */      \
					SPRINT4_MOTOR_SND_##_plr_a,			/* IN0 */       \
					SPRINT4_MOTOR_SND_##_plr_b,			/* IN1 */       \
					SPRINT4_BANG_SND,					/* IN2 */       \
					SPRINT4_SCREECH_SND_##_plr_a,		/* IN3 */       \
					SPRINT4_SCREECH_SND_##_plr_b,		/* IN4 */       \
					&sprint4_mixer)						/* INFO */      \
	DISCRETE_OUTPUT(SPRINT4_FINAL_MIX_##_plr_a##_##_plr_b, _gain)




DISCRETE_SOUND_START(sprint4)
	SPRINT4_ATTRACT
	SPRINT4_PLAYER_MOTOR(1)
	SPRINT4_PLAYER_MOTOR(2)
	SPRINT4_PLAYER_MOTOR(3)
	SPRINT4_PLAYER_MOTOR(4)
	SPRINT4_BANG
	SPRINT4_PLAYER_SCREECH(1)
	SPRINT4_PLAYER_SCREECH(2)
	SPRINT4_PLAYER_SCREECH(3)
	SPRINT4_PLAYER_SCREECH(4)
	SPRINT4_MIXER(1, 2, 30000)
	SPRINT4_MIXER(3, 4, 30000)
DISCRETE_SOUND_END


DISCRETE_SOUND_START(ultratnk)
	SPRINT4_ATTRACT
	SPRINT4_PLAYER_MOTOR(1)
	SPRINT4_PLAYER_MOTOR(2)
	SPRINT4_BANG
	SPRINT4_PLAYER_SCREECH(1)
	SPRINT4_PLAYER_SCREECH(2)
	SPRINT4_MIXER(1, 2, 30000)
DISCRETE_SOUND_END

